A generic superhero RPG. Action resolution uses a hand of
three dominoes for each player, resolving by attribute +
skill + the "good" side of the domino played vs difficulty
plus the "evil" side of the domino. Character creation is
open point-based.
20 pages rules (PDF).

The preview version of a GMless superhero game. Instead,
there are mechanics for narration of conflicts. There are a
set of conflicts represented by index cards, each with two d6s
(of different colors) on them.
10 pages rules (PDF).

The preview/playtest rules for a superhero RPG system with no set
skills and variable scaling (the GM sets "Q-units" of
difficulty/damage/etc.). It uses a dice pool system for
rolling successes.
~24 pages HTML.

A storytelling game that aims for a cross between superhero
comics and teen drama movies. The player characters are
ordinary teenagers who always begin the story graduating
high school. The mechanics use playing cards, and the only
stats are your hand of cards, your relationships, and your
character's personality type, rated as Jack, Queen, King, or Ace.
~24 pages (HTML).

A martial arts action RPG, meant to be light, action-packed, and fun.
It uses a dice-pool system for combat (with a variety of
maneuvers), and simple autosuccess rules for non-combat actions.
Character creation is by selecting a Stereotype plus a martial
arts Style and Form from the lists. Skills are predefined for
each choice, while the player spends action points on maneuvers.
23 pages (PDF).

A generic superhero set of rules, a variant of the Marvel Superheroes
game published by TSR in 1984 and 1988. The names of the stats
and ranks are changed, but many specifics are similar. It uses
a percentile roll on a universal table.
34 pages core rules (PDF).

An alternate-history superheroes game about golden-age style
superheroes in Renaissance Italy, released under an open
license. It uses a simple narrative system where each character
has a die type for four of five basic aspects (d4, d6, d8, d12,
d20) -- and the fifth is their superpower aspect. Resolution is
by defining which of the five aspects applies to a situation,
with modifiers by penalty dice.
83 pages (PDF).

A free introductory version of the printed game. It is
a superhero games set in the era of World War II. PC's are
"Talents" with paranormal abilities who aid in the Allied
war effort. It uses a dice-pool system where you roll d10's
equal to stat + skill and look for matches (i.e. dice with the
same number).
36 pages (PDF).

A generic superhero RPG using a minimalist system. It uses
a 3d6 mechanic where successes are scored depending on patterns
in the roll (2 of a kind, straight, 3 of a kind).
14 pages core rules and supplements (PDF).

A minimalist superhero system based around choosing binary attributes:
a character is either Quick or Powerful. The chosen attribute is
HIGH, while the other attribute is LOW. For resolution, roll 2d6
and either keep the higher result (if the ability is HIGH) or the
lower result (if the ability is LOW). If the roll is doubles,
add the dice together. The total is compared to difficulty.
Character creation is by picking three aspects (Quick vs. Powerful;
Logical vs. Intuitive; Bold vs. Cautious), and two powers.
36 pages rules (PDF).

A universal skill-based system with many genre supplements:
Magic, Cyberpunk, Fantasy, Horror, Supers, Psionics,
Chi Martial Arts, and Steampunk. It is quite detailed, but
there is a "rules-medium" version: JAGS-2.
Action resolution is roll under attribute or skill on 4d6-4.
Character creation is open point-based, with 3 primary
attributes and 9 secondary. Skills have a 4-level expertise
rating (Beginner, Average, Expert, Master) which determines
usage as well as a number to roll under (0 to 20).
200 pages basic rules (PDF) plus 150+ pages of supplements (PDF).

A superhero RP designed to scale to many different levels. Stats
and powers are defined relative to the Scope of the game - from
1 (normal) to 12 (cosmic). Character creation includes picking
one of four templates (Standard, Powerhouse, Jack-of-All-Trades,
and Minimal) that defined your attribute and power choices -
customized by adding three Boosts. The four attributes are
three resistances (Toughness, Will, and Stamina) and Actions
(number of choices per turn). Powers include any active abilities
including skills and gadgets. Action resolution uses a step-die
system, taking the higher of two rolls - with option to add to
your roll by taking a hindrance or losing stamina . The dice
rolls are from d4 to d8. Power Level 6 rolls 1d6+1d6; PL7
rolls 1d6+1d8; level 8 rolls 1d8+1d8; etc.
267 pages (PDF).

A free online Massively Multiplayer RPG where you can create a
superhero or supervillain and go through 22 Levels of Ascention
to see if you're worthy of wielding one of the great 12 Tokens
that will make you a King, Queen, Prince or Knight of the
kingdoms of Spades (Deva), Hearts (Atlantis), Clubs (Hades),
or Diamonds (Earth).

A modern-day superhero RPG, available as shareware (requesting
$10 for use). All supers are incarnations of old myths such as
gods, heroes, and monsters of various pagan pantheons. It
includes a background set in 2020 after "metas" began appearing
in 2000. It uses a simple dice pool system, where you roll a
number of dice based on difficulty + attribute (-1 to +2, or
more for supers) + skill (1 to 4), and +1 for each advantage.
Each result of 4-6 is one success. Character creation is
limited point-based: 7 points for normal abilities, and
10-14 points for powers.
169 pages PDF.

A "sequel" / new edition of Villians and Vigilantes. It
has a huge character design system (mainly superpowers), but only
limited other mechanics available.
142 pages character design (PDF).
4 pages early combat rules (text-only).

A simple system intended for Japanese manga and anime. It is
available in an out-of-date English HTML version, and the more
updated German PDF version. Action resolution is roll d10 and
add skill vs difficult. It includes stats and descriptions for
characters from a variety of anime series, including Ranma 1/2,
Ninja High School, Slayers, and Sailor Moon.
16 pages English version (HTML) or 32 pages German version (PDF).

This is the original TSR game (published 1984 and 1988), now out
of print and made available online by Zan of HeroPlay.com in
both low-res and high-res PDF formats. Besides the basic rules,
there are the Ultimate Powers Book, Realms of Magic book, the
Fantastic Four Compendium, and two adventures modules available.
Players Book 96 pages (PDF), plus Judges Book 68 pages (PDF),
plus ~200 pages supplements (PDF).

A superhero RPG, emphasizing allowing variable power among heroes,
so average humans can fight alongside gods. It uses roll 2d10
under stat for most resolution, as well as some percentile rolls.
Other dice (d4,d6,etc.) are used for damage and miscellaneous
rolls. It has random-roll attributes and powers, with
point-bought skills.
232 pages PDF rules plus 103 page "Heroes Guide" campaign book
(PDF or HTML).

A humorous anime-inspired RPG set in MSF Highschool, a training
ground for teenage superheroes, including both alien and magical
races. This is the preview with all the basic rules and character
creation, but missing most of the advantages, disadvantages,
races, facets, spells, animals, items, and the GM section.
The rules are playable, but a bit limited in this version.
90 pages (PDF).

A simple superhero RPG based on the Swords & Wizardry system
by Matt Finch. It uses character classes and levels, with the
three classes being Adventurer, Sorcerer, or Scientist. It
includes over 200 superpowers, often similar to fantasy genre
spells. Resolution is by adding attribute + 1d20 and comparing
to either 10 + opposing stat or calculated Defense Class (for
combat). Released under the WotC OGL.
44 pages rules (PDF).

A minimalist system using only attributes: Beef, Brains, Hammer,
Coruba, and Luck. Resolution is based on d12 + stat on a
universal table for results (one for combat, one for other
skills). Includes a one-page superhero supplement by
Andrew Arensburger.
~2 pages (HTML).

A dramatic comic-book superhero RPG, based around the player
describing a single comic-book panel. The player can describe
anything he likes and it is always true, but if the GM or other
players object then they force a roll which can cause bad things
to his character.
~7 pages HTML.

A superhero RPG based on the WotC "D20" system, used in 3rd edition
Dungeons and Dragons. It contains new races, new classes, and
superpower rules. It includes a sourcebook for "Vancouver 2020",
a shared-universe superhero setting.
104 pages basic rules (PDF or MSWord) plus
120 pages background (PDF or MSWord).

A superhero RPG. Character creation is by random-roll attributes
and superpowers along with point-bought skills. Combat is resolved
by 1d20 to hit and varying dice for damage, while skills are
percentile.
70 pages player's book (PDF), ~12 pages Survival Master articles.

A cinematic "rules-lite" system which rates "cliches" as
number of dice (1-6) which are summed vs difficulty. It includes
a 27-page solitaire introductory adventure ("The Ring of Thieves")
and links to a number of third-party sites on using it for
different genres, including Supers, Mecha, and Fantasy.
5 pages basic rules (PDF, RTF, or text-only) plus ~50 pages
supplementary material.

An abridged rulebook of the published parody superhero RPG,
playing "third-rate heroes" with less than spectacular powers
like "Induce Vietnam Flashbacks". The basic game mechanic is
either toss a coin (you call it, you succeed) or
rock-paper-scissors. Damage has 5 levels, but you can gain them
back by playing "Truth or Dare". Extra material includes
23 new powers, 4 new adventures, and 11 new characters.
~8 pages preview rules (HTML) plus ~24 pages expansions (HTML).

A superhero game using a simple system. Character creation is
class-based, choosing from 8 classes (Brick, Controller, Warrior,
Healer, Paladin, Ranger, Scout, or Custom) and spending 10 power-ups.
Resolution is by rolling a number of d6 based on your stat (usually
from 1 to 3) with 5+ being a success, and 11+ being critical success.
Game Guide 23 pages (PDF), Powers Book 65 pages (PDF),
World Book 38 pages (PDF)

A diceless storytelling RPG about "Muta" teenagers with superpowers
who are going to public high school as part of a nationwide
mutant integration program. Character creation is open point-based.
Action resolution is diceless based on GM judgement of stat vs
difficulty, with the players able to spend "Amazing Points" to
adjust the results.
49 pages PDF.

The basic version of a superhero RPG published as a browsable
website with character sheets as spreadsheets for Excel or
Open Office. It uses a combat-focused resolution system, where
actions usually have fixed result from spending energy points.
A roll of 1d20 is used to determine criticals for an action -
a 20 is a critical hit (200% of standard result) while a 1 is
a critical failure (50% of standard result). Character creation
is limited point-based, spending 100 points among the four primary
attributes (Health, Energy, Attack, and Defense), 25 points among
the five secondary attributes, and 6 "slots" among power,
equipment, skills, pets, and property.
~60 pages online HTML browsing only.

A humorous superhero RPG in a world where all teenagers get
superpowers, which are lost when they reach maturity. It uses a
minimalist system of stat + 1d6 vs difficulty. Character
creation is by random-roll attributes and powers.
~10 pages rules (HTML or PDF).